Gaming machine allowing a player to defer receiving a predetermined award and providing an award corresponding to the number of times deferred

ABSTRACT

A gaming machine includes a memory, an input device, a counter and a controller. The memory stores levels of awards. The input device accepts selection between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation. The controller is configured with logic to: (a) start a game; (b) randomly determine whether to provide a player an award; (c) when the award determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception received, pay the player in accordance with a level of award correlated with the number of times among the levels of awards.

This application is based on and claims the benefit of priority fromJapanese Patent Application No. 2007-002711 filed on 10 Jan. 2007, thecontent of which is incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine which allows a playerto defer the right to receive a predetermined award and provides anaward corresponding to the number of times deferred.

2. Related Art

Conventionally, in regards to a slot machine, which is a type of gamingmachine, a game is generally started by inserting a game medium such ascoins into the gaming machine. Then, the slot machine displays an imageof a symbol line which is rotated in a predetermined area of the gamingmachine. After a predetermined amount of time elapses, the slot machinedisplays an image of the stationary symbols. Finally, the slot machineprovides an award to a player based on the combination of the stationarysymbols. Whether the combination for which an award is provided has beenformed or not is generally determined based on whether or not apredetermined number of the same type of symbols (for example, “Cherry”,“7”, etc.) is arranged along a predetermined active pay line. Inaddition, the technique disclosed in U.S. Application Publication No.2003/0069073 determines to provide special award so called jackpotrandomly only for the same slot machine, when the credit amount bet hasreached the certain amount. With such a technology, a player may receivehigher award by winning a jackpot in addition to the award provided in abasic game and a player's motivation to play a game can be enhanced.

SUMMARY OF THE INVENTION

The award which a player receives by winning a jackpot is theaccumulation of the portion of the credit amount bet by at least oneperson, and the technique of providing a jackpot award improvesentertainment properties. However, the entertainment property hasalready become well known and there is a problem in that it lacksnovelty in recent days.

The present invention has an object of providing a gaming machine whichcan further improve entertainment properties.

In an aspect of the present invention, a gaming machine is provided,which includes a memory, an input device, a counter and a controller.The memory stores a plurality of levels of awards. The input deviceaccepts selection by a player between reception and reservation of anaward and transmits a signal indicating the selection. The counterstores a number of times that the input device has accepted theselection of reservation of the award. The controller is configured withlogic to: (a) start a game; (b) randomly determine whether to providethe player a specific award; (c) when the specific award has beendetermined to be provided, receive the signal indicating the selectionvia the input device; (d) when a signal indicating the selection ofreservation has been received, cause the counter to increase the storednumber of times; and (e) when a signal indicating the selection ofreception has been received, pay the player in accordance with a levelof award correlated with the number of times among the plurality oflevels of awards stored in the memory.

The gaming machine described above allows the player to have selectionbetween reception and reservation of the award. When the player selectsthe reservation, the number of reservation stored in the counterincreases. When the player selects the reception, the player can be paidin accordance with the level of award correlated with the number oftimes.

Since the player has a chance to obtain a higher award as the playerincreases the number of times to reserve, the gaming machine can providemore fun to the player.

In another aspect of the present invention, a gaming machine isprovided, which includes a memory, an input device, a counter and acontroller. The memory stores a portion of credits bet in a game and aplurality of levels of awards. The input device accepts selection by aplayer between reception and reservation of an award and transmits asignal indicating the selection. The counter stores a number of timesthat the input device has accepted the selection of reservation of theaward. The controller is configured with logic to: (a) start a game; (b)when the portion of credits has reached a predetermined threshold,randomly determine whether to provide the player a jackpot award; (c)when the jackpot award has been determined to be provided, receive thesignal indicating the selection via the input device; (d) when a signalindicating the selection of reservation has been received, cause thecounter to increase the stored number of times; and (e) when a signalindicating the selection of reception has been received, pay the playerin accordance with a level of award correlated with the number of timesamong the plurality of levels of awards stored in the memory.

In still another aspect of the present invention, a gaming machine isprovided, which includes a memory, an input device, a counter and acontroller. The memory stores a portion of credits bet in a game and aplurality of levels of awards. The input device accepts selection by aplayer between reception and reservation of an award and transmits asignal indicating the selection. The counter stores a number of timesthat the input device has accepted the selection of reservation of theaward. The controller is configured with logic to: (a) start a game; (b)when the portion of credits has reached a predetermined threshold,determine whether to provide the player a jackpot award in accordancewith the number of times stored in the counter; (c) when the jackpotaward has been determined to be provided, receive the signal indicatingthe selection via the input device; (d) when a signal indicating theselection of reservation has been received, cause the counter toincrease the stored number of times; and (e) when a signal indicatingthe selection of reception has been received, pay the player inaccordance with a level of award correlated with the number of timesamong the plurality of levels of awards stored in the memory.

In yet another aspect of the present invention, a gaming machine isprovided, which includes a memory, an input device, a counter and acontroller. The memory stores a plurality of levels of awards. The inputdevice accepts selection by a player between reception and reservationof an award and transmits a signal indicating the selection. The counterstores a number of times that the input device has accepted theselection of reservation of the award. The controller is configured withlogic to: (a) start a game; (b) randomly determine whether to providethe player a specific award of a predetermined game state; (c) when thespecific award of the predetermined game state has been determined to beprovided, receive the signal indicating the selection via the inputdevice; (d) when a signal indicating the selection of reservation hasbeen received, cause the counter to increase the stored number of times;and (e) when a signal indicating the selection of reception has beenreceived, switch the game to the predetermined game state and pay theplayer in accordance with a level of award correlated with the number oftimes among the plurality of levels of awards stored in the memory.

In a further aspect of the present invention, a gaming machine isprovided, which includes a memory, an input device, a counter and acontroller. The memory stores a plurality of levels of awards. The inputdevice accepts selection by a player between reception and reservationof an award and transmits a signal indicating the selection. The counterstores a number of times that the input device has accepted theselection of reservation of the award. The controller is configured withlogic to: (a) start a basic game; (b) randomly determine whether toprovide the player a specific award of a free game; (c) when thespecific award of the free game has been determined to be provided,receive the signal indicating the selection via the input device; (d)when a signal indicating the selection of reservation has been received,cause the counter to increase the stored number of times; and (e) when asignal indicating the selection of reception has been received, switchthe basic game to a free game and pay the player in accordance with alevel of award correlated with the number of times among the pluralityof levels of awards stored in the memory.

According to the present invention, the player can select whether toreceive or to defer the predetermined award and with more awards beingdeferred, the higher the award becomes. Thus, the player can enjoy thegame with further entertainment properties.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a flowchart showing the flow of a game which is executed in aslot machine according to a preferred embodiment of the presentinvention;

FIG. 2 is an external perspective view showing a slot machine accordingto the preferred embodiment of the present invention;

FIG. 3 is an enlarged front view showing an enlarged view of a displayregion of the slot machine according to the preferred embodiment of thepresent invention;

FIG. 4 is a block diagram showing a controller of the slot machineaccording to the preferred embodiment of the present invention;

FIG. 5 is a block diagram showing a display/input controller of the slotmachine according to the preferred embodiment of the present invention;

FIG. 6 is a diagram showing a symbol line represented on each video reelaccording to the preferred embodiment of the present invention;

FIG. 7 is a diagram showing a symbol arrangement table according to thepreferred embodiment of the present invention;

FIG. 8 is a flow chart showing a flow for processing a basic gameexecuted by the slot machine according to the preferred embodiment ofthe present invention;

FIG. 9 is a diagram showing a random number table for a basic gameaccording to the preferred embodiment of the present invention;

FIG. 10 is a diagram showing a payout table for a basic game accordingto the preferred embodiment of the present invention;

FIG. 11 is a flow chart showing jackpot processing executed by the slotmachine according to the preferred embodiment of the present invention;

FIG. 12 is a diagram showing a random number table for determining ajackpot award (deferred once) according to the preferred embodiment ofthe present invention;

FIG. 13 is a diagram showing a random number table for determining ajackpot award (deferred twice) according to the preferred embodiment ofthe present invention;

FIG. 14 is a diagram showing a random number table for determining ajackpot award (deferred 3 times) according to the preferred embodimentof the present invention;

FIG. 15 is a diagram showing a payout table for a jackpot according tothe preferred embodiment of the present invention;

FIGS. 16 to 17 are examples of display images according to the preferredembodiment of the present invention;

FIG. 18 is a flow chart showing jackpot processing executed by a slotmachine according to the preferred embodiment of the present invention;

FIGS. 19 to 20 are a diagram showing a random number table for a freegame according to the preferred embodiment of the present invention;

FIG. 21 is a diagram showing a multiplication factor/number of timestable for a free game according to the preferred embodiment of thepresent invention; and

FIGS. 22 to 23 are examples of display images according to the preferredembodiment of the present invention.

DETAILED DESCRIPTION OF THE INVENTION

The embodiments of the present invention are hereinafter described indetail with reference to the attached drawings.

A slot machine 13 according to the present invention is provided withROM 108 for storing a plurality of levels of the awards, a touch panel32 for receiving a signal of the input for selecting of whether or not aplayer receives the award and transmitting the signal of the input forselecting, and the RAM 110 for storing the number of received signals ofinput for selecting to defer the award. The CPU 106 starts the game,determines randomly whether or not to provide the predetermined award,and receives a signal of the input for selecting via the touch panel 32in a case where the CPU 106 determines to provide the predeterminedaward. In a case where the CPU 106 receives the signal of input forselecting to defer the award, the CPU 106 increases the number stored inthe RAM 110 by a predetermined number, and in a case where the CPU 106receives the signal of input for selecting to receive the award, the CPU106 provides the award according to the levels of awards which arecorresponding to the numbers, among a plurality of levels of awardsstored in the ROM 108.

The CPU 106 starts the game, determines randomly whether or not toprovide the predetermined award, and receives a signal of the input forselecting via the touch panel 32 in a case where the CPU 106 determinesto provide the predetermined award. In a case where the CPU 106 receivesthe signal of input for selecting to defer the award, the CPU 106increases the number stored in the RAM 110 by a predetermined number,and in a case where the CPU 106 receives the signal of input forselecting to receive the award, among a plurality of levels of awardsstored in the ROM 108, the CPU 106 provides the award according to thelevels of awards which are corresponding to the numbers.

FIG. 2 is a perspective diagram illustrating the slot machine 13according to the embodiment of the present invention. The slot machine13 includes a cabinet 20 and a main door 42. The cabinet 20 has astructure in which the face facing the player is open. The cabinet 20includes various kinds of components. Such components include: acontroller 100 (see FIG. 4) for electrically controlling the slotmachine 13; a hopper 44 for controlling insertion, retaining, and payingout of coins (game medium) (see FIG. 4); etc. The game medium is notrestricted to coins. In addition, examples of such game media includemedals, tokens, electronic money, or electronic value information(credit) having the same value.

The main door 42 is a member that serves as a cover of the cabinet 20,which protects the internal components stored in the cabinet 20 frombeing exposed to the outside. The main door 42 includes the liquidcrystal display 30 at substantially the center thereof.

The liquid crystal display 30 is provided for displaying various kindsof images with respect to the game such as images for visual effects.Such a configuration allows the player to advance the game whilevisually confirming various kinds of images displayed on the liquidcrystal display 30. The liquid crystal display 30 includes a transparentliquid crystal panel 34. The transparent liquid crystal panel 34 has afunction of switching a portion or the entire area of the liquid crystalpanel 34 between a transparent mode and an opaque mode, and a functionof displaying various kinds of images.

In a configuration in which the slot machine 13 includes video reels,five virtual reels are displayed on the liquid crystal display 30. Itshould be noted that the term “video reel” as used here represents amechanism for displaying a reel on the liquid crystal display 30 in theform of an image instead of mechanical reel. A plurality of types ofsymbols necessary for the basic game include “BONUS”, “WILD”, “TREASUREBOX”, “GOLDEN MASK”, “HOLY CUP”, “COMPASS & MAP”, “SNAKE”, “A”, “K”,“Q”, “J”, and “10”. With such an arrangement, the liquid crystal display30 displays these symbols with an image as if the reel were rotating.

The slot machine 13 includes a substantially horizontal operation unit21 below the liquid crystal display 30. Furthermore, a coin insertionopening 22 is provided on the right side of the operation unit 21, whichallows the player to insert coins. On the other hand, the componentsprovided to the left side of the operation unit 21 include: a bet switch23 that allows the player to determine which lines are to be set toactive pay lines among the nine lines L1, L2, L3, L4, L5, L6, L7, L8,and L9, for providing an award described later (which will simply bereferred to as “active pay lines” hereafter), and which allows theplayer to select the amount of coins as game media to be bet on theactive pay lines; and a spin repeat bet switch 24 that allows the playerto play the game again without changing the amount of coins bet on theactive pay lines from that in the immediately prior game. Such anarrangement allows the player to set the amount of coins bet on theactive pay line by performing a pushing operation on either the betswitch 23 or the spin repeat bet switch 24.

With the operation unit 21, a start switch 25 is provided on the leftside of the bet switch 23, which allows the player to input a startoperation instruction for the basic game in increments of games. Uponperforming a pushing operation on either the start switch 25 or the spinrepeat bet switch 24, which serves as a trigger to start the game, thefive mechanical reels 3A to 3E start to rotate.

A cash out switch 26 is provided near the coin insertion opening 22 onthe operation unit 21. Upon the player pushing the cash out switch 26,the inserted coins are paid out from a coin payout opening 27 providedat a lower portion of the front face of the main door 42. The coins thuspaid out are retained in a coin tray 28. Furthermore, the coin payoutopening 27 is provided on the upper side of the coin tray 28, with soundtransmission openings 29 provided to both the left and right thereof.Here, the sound transmission openings 29 are provided for transmittingsound effects generated by a speaker 41 (see FIG. 4) stored within thecabinet 20.

FIG. 3 is an enlarged view illustrating the display region of the slotmachine 13. The liquid crystal display 30 of the slot machine 13includes a front panel 31 and the transparent liquid crystal panel 34provided to the rear face of the front panel 31. The front panel 31includes a transparent display screen 31 a and a design formation area31 b where designs have been formed. Such an arrangement allows theplayer to visually confirm the image information displayed on thetransparent liquid crystal panel 34 provided at the rear face of thefront panel 31 through the display screen 31 a of the front panel 31. Ina case in which an arrangement of the slot machine 13 includes videoreels, the transparent liquid crystal panel 34 in an opaque state maydisplay the reels in the form of an image. In addition, an ordinaryliquid crystal panel may be employed instead of the transparent liquidcrystal panel 34.

Furthermore, various kinds of display units, i.e. a payout display unit48, a credit amount display unit 49, and a bet amount display unit 50,are provided on the left side of the rear face of the liquid crystaldisplay 30. It should be noted that the design formation area 31 b ofthe front panel 31 is formed having a transparent portion that coversthe top faces of these display units 48 through 50, thereby allowing theplayer to visually confirm the contents displayed on the display units48 through 50.

The slot machine 13 has the nine lines L1 through L9 for providing anaward as shown in FIG. 3. Each of the lines L1 through L9 for providingan award is formed such that it extends so as to pass through one of thesymbols for each of the mechanical reels 3A to 3E when the five videoreels have stopped.

Upon pushing the bet switch 23 once, the line L3 for providing a thirdaward, the line L5 for providing a fifth award, and the line L7 forproviding a seventh award, are set to be active pay lines, and one coinis input as a credit medal, for example.

Furthermore, upon pushing the bet switch 23 twice, the line L1 forproviding a first award, the line L4 for providing a fourth award, andthe line L8 for providing an eighth award, are set to be active paylines, in addition to the three lines, and two coins are input as creditmedals, for example.

Moreover, upon pushing the bet switch 23 three times, the line L2 forproviding a second award, the line L6 for providing a sixth award, andthe line L9 for providing a ninth award, are set to be active pay lines,in addition to the six lines, and three coins are input as creditmedals, for example.

The payout display unit 48 is a component for displaying the amount ofcoins paid out when a combination of the symbols has been establishedalong any one of the active lines for providing an award. The creditamount display unit 49 is a component for displaying the amount of coinsretained in the slot machine 13 in the form of credits. The bet amountdisplay unit 50 is a component for displaying the bet amount, which isthe amount of coins bet on the active pay lines. Each of the displayunits 48 through 50 includes a seven-segment display device.Alternatively, each of the display devices 48 through 50 may bedisplayed on the transparent liquid crystal panel 34 in the form of animage.

FIG. 4 is a block diagram illustrating an electronic constitution of thecontroller 100 of the slot machine 13 having video reels. As shown inFIG. 4, the controller 100 of the slot machine 13 is a micro computer,and includes an interface circuit group 102, an input/output bus 104, aCPU 106, ROM 108, RAM 110, a communication interface circuit 111, arandom number generator 112, a speaker driving circuit 122, a hopperdriving circuit 124, a display unit driving circuit 128, and adisplay/input controller 140.

The interface circuit group 102 is electrically connected with theinput/output bus 104, which carries out the input and output of datasignals or address signals for the CPU 106.

The start switch 25 is electrically connected with the interface circuitgroup 102. In the interface circuit group 102, a start signal generatedby the start switch 25 is converted into a predetermined form of signalto be supplied to the input/output bus 104.

Furthermore, the bet switch 23, the spin repeat bet switch 24, and thecash out switch 26 are connected to the interface circuit group 102.Each of the switching signals output from these switches 23, 24, and 26is also supplied to the interface circuit group 102, and is convertedinto a predetermined signal by the interface circuit group 102. Theswitching signals thus converted are supplied to the input/output bus104.

A coin sensor 43 is also electrically connected with the interfacecircuit group 102. The coin sensor 43 detects coins inserted into thecoin insertion slot 22, and is disposed at an appropriate positionrelative to the coin insertion slot 22. The sensing signal output fromthe coin sensor 43 is also supplied to the interface circuit group 102,and is converted into a predetermined signal by the interface circuitgroup 102. The sensing signal thus converted is supplied to theinput/output bus 104.

The ROM 108 and the RAM 110 are connected to the input/output bus 104.

When the start switch 25 accepts an instruction for starting a basicgame, the CPU 106 reads a basic game program and executes the basicgame. The basic game program has been programmed so as to instruct theCPU 106 to perform the following operations of displaying an image ofthe five video reels commencing to scroll the symbols on the five videoreels on the liquid crystal display 30 via the display/input controller140; then displaying an image of the five video reels stopping such thatthe combination of the symbols on these five video reels is rearranged,upon which a new combination of the symbols is made along the active paylines. In a case where a particular combination of the symbols forproviding an award has been made along any one of the active pay lineswhen stationary, the CPU 106 pays out a predetermined amount of coinscorresponding to the particular combination for providing the award.

The ROM 108 stores: a control program for central control of the slotmachine 13; a program for executing a routine shown in FIG. 8, FIG. 11and FIG. 17 (which is referred to as the “routine execution program”hereafter); initial data for executing the control program; and variousdata tables used for determination processing. It should be noted thatthe routine execution program includes the basic game program and thelike. The RAM 110 temporarily stores flags, variables, etc. used for thecontrol program.

Furthermore, a communication interface circuit 111 is connected to theinput/output bus 104. The communication interface circuit 111 is acircuit for communicating with a server, etc. via various kinds ofcommunication networks including a public telephone line network, LAN,etc.

The random number generator 112 for generating a random number isconnected to the input/output bus 104. The random number generator 112generates random numbers in a predetermined range of “0” to “65535” (twoto the sixteenth power minus one), for example. Alternatively, anarrangement may be made in which the CPU 106 generates a random numberby computation.

The display unit driving circuit 128 for driving each of the displayunits 48 through 50 is connected to the input/output bus 104. The CPU106 controls the operation of each of the display units 48 through 50via the display unit driving circuit 128 according to an occurrence of apredetermined event.

The speaker drive circuit 122 for the speakers 41 is also electricallyconnected with the input/output bus 104. The CPU 106 reads the sounddata stored in the ROM 108, and transmits the sound data thus read tothe speaker driving circuit 122 via the input/output bus 104. In thisway, the speakers 41 generate predetermined sound effects.

The hopper drive circuit 124 for driving the hopper 44 is alsoelectrically connected with the input/output bus 104. Upon reception ofa cash out signal input from the cash out switch 26, the CPU 106transmits a driving signal to the hopper driving circuit 124 via theinput/output bus 104. Accordingly, the hopper 44 pays out coins suchthat the amount thereof is equivalent to the current number of coinsremaining as credits, which is stored in a predetermined memory area ofthe RAM 110.

The display/input controller 140 is connected to the input/outputcontroller 140. The CPU 106 creates an image display commandcorresponding to the state and results of the game, and outputs theimage display command thus created to the display/input controller 140via the input/output bus 104. Upon reception of the image displaycommand input from the CPU 106, the display/input controller 140 createsa driving signal for driving the liquid crystal display 30 according tothe image display command thus input, and outputs the driving signalthus created to the liquid crystal display 30. As a result, apredetermined image is displayed on the transparent liquid crystal panel34 of the liquid crystal display 30. The display/input controller 140transmits the signal input through the touch panel 32 provided on theliquid crystal display 30 to the CPU 106 via the input/output bus 104 inthe form of an input signal.

FIG. 5 is a block diagram illustrating the electronic constitution ofdisplay/input controller 140 of the slot machine 13. The display/inputcontroller 140 of the slot machine 13 is a sub-microcomputer forperforming image display processing and input control for the touchpanel 32. The display/input controller 140 includes an interface circuit142, an input/output bus 144, a CPU 146, ROM 148, RAM 150, a VDP 152,video RAM 154, image data ROM 156, a driving circuit 158, and a touchpanel control circuit 160.

The interface circuit 142 is connected to the input/output bus 144. Theimage display command output from the CPU 106 of the controller 100 issupplied to the input/output bus 144 via the interface circuit 142. Theinput/output bus 144 performs input/output of data signals or addresssignals to and from the CPU 146.

The ROM 148 and the RAM 150 are connected to the input/output bus 144.The ROM 148 stores a display control program for generating a drivingsignal, which is to be supplied to the liquid crystal display 30,according to an image display command received from the CPU 106 of thecontroller 100. On the other hand, the RAM 150 stores flags andvariables used in the display control program.

The VDP 152 is connected to the input/output bus 144. The VDP 152includes a so-called sprite circuit, a screen circuit, a palettecircuit, etc., and can perform various kinds of processing fordisplaying images on the liquid crystal display 30. With such anarrangement, the components connected to the VDP 152 include: the videoRAM 154 for storing image data according to the image display commandreceived from the CPU 106 of the controller 100; and the image data ROM156 for storing various kinds of image data including the image data forvisual effects, etc. Furthermore, the driving circuit 158 for outputtinga driving signal for driving the liquid crystal display 30 is connectedto the VDP 152.

The CPU 146 instructs the video RAM 154 to store the image data which isto be displayed on the liquid crystal display 30 according to the imagedisplay command received from the CPU 106 of the controller 100 byreading out the display control program stored in the ROM 148 and byexecuting the program thus read. Examples of the image display commandsinclude various kinds of image display commands including the imagedisplay commands for visual effects, etc.

The image data ROM 156 stores various kinds of image data including theimage data for visual effects, etc.

The touch panel control circuit 160 transmits the signals input via thetouch panel 32 provided on the liquid crystal display 30 to the CPU 106via the input/output bus 144 in the form of an input signal.

FIG. 6 shows symbol lines on which 21 symbols arranged on each videoreel 3A to 3E are represented. The symbol line for the first video reelcorresponds to the video reel 3A. The symbol line for the second videoreel corresponds to the video reel 3B. The symbol line for the thirdvideo reel corresponds to the video reel 3C. The symbol line for thefourth video reel corresponds to the video reel 3D. The symbol line forthe fifth video reel corresponds to the video reel 3E.

Referring to FIG. 6, code numbers of “00” to “20” are referred to foreach symbol of video reels 3A to 3E. These code numbers are converted todata in a data table so as to be stored in the ROM 108 (FIG. 4).

On each video reel 3A to 3E, a symbol line is represented with symbolsas follows: “Bonus” symbol (symbol 61) (hereafter, “Bonus”), “Wild”symbol (symbol 62) (hereafter, “Wild”), “Treasure Chest” symbol (symbol63) (hereafter, “treasure chest”), “Golden Mask” symbol (symbol 64)(hereafter, “Golden Mask”)”, “Holy Grail” symbol (symbol 65) (hereafter,“Holy Grail”), “Compass and Map” symbol (symbol 66) (hereafter,“Compasses and Map”), “Snake” symbol (symbol 67) (hereafter, “Snake”),“Ace” symbol (symbol 68) (hereafter, “Ace”), “King” symbol (symbol 69)(hereafter, “King”), “Queen” symbol (symbol 70) (hereafter, “Queen”),“Jack” symbol (symbol 71) (hereafter, “Jack”), and “10” symbol (symbol72) (hereafter, “10”). The symbol line of each video reel 3A to 3Edisplays an image moving in the direction of the arrow in FIG. 8 (movingbelow from the top) by displaying an image that the each video reel 3Ato 3E is being rotated in a forward direction.

Here in the present embodiment, each combination of “Bonus”, “Wild”,“Snake”, “Treasure Chest”, “Golden Mask”, “Holy Grail”, “Compass andMap”, “Ace”, “King”, “Queen”, “Jack” and “10” is set as an awardcombination. A combination (combination data) is control informationwhich relates credits awarded to a player (the amount of payout ofcoins) to a combination of an award combination, and which is used forstop control of each video reel 3A through 3E, change (shift) of a gamestate, awarding of coins, and the like.

FIG. 7 shows a symbol arrangement table. The symbol arrangement tablerelates the code number indicating the position of each symbol whichconstitutes the symbol lines to each symbol of the respective videoreels 3A to 3E, and then registers them. In addition, the first videoreel through the fifth video reel correspond to the video reels 3A to3E, respectively. In other words, the symbol arrangement table includessymbol information corresponding to the symbol position (the codenumber) of video reels 3A to 3E.

FIG. 8 is a flow chart illustrating a flow of the processing operationin the game machine 13 executed by the controller 100 of the gamemachine 13. The processing operation is called from a main program forthe slot machine 13 at a predetermined timing, and is then executed.

A description is provided below regarding a case in which the slotmachine 13 has been activated beforehand. Furthermore, let us say thatthe variables used by the CPU 106 included in the controller 100 havebeen initialized to predetermined values, thereby operating the slotmachine 13 in a normal state.

First, the CPU 106 included in the controller 100 determines whether ornot any coins inserted by the player are remaining (Step S1). Morespecifically, the CPU 106 reads a credit amount C stored in the RAM 110,and executes processing according to the credit amount C. When thecredit amount C equals “0” (NO in Step S1), the CPU 106 terminates theroutine without executing any processing, since it cannot start a game.When the credit amount C is not less than “1” (YES in Step S1), the CPU106 determines that coins remain as credits, and the CPU 106 moves theprocessing to Step S2.

In Step S2, the CPU 106 determines whether or not a pushing operationhas been executed on the spin bet repeat switch 24. When the switch 24has been pushed and the CPU 106 receives an operation signal from theswitch 24 (YES in Step S2), the CPU 106 moves the processing to StepS14. On the other hand, when the CPU 106 does not receive the operationsignal from the switch 24 after a predetermined period of time elapses(NO in Step S2), the CPU 106 determines that the switch 24 has not beenpushed and moves the processing to Step S3.

In the following Step S3, the CPU 106 sets the game conditions.Specifically, the CPU 106 determines the amount of coins bet on theactive pay lines in this game based on the operation of the bet switch23. Then, the CPU 106 determines the bet amount to be bet on the activepay lines based upon the number of signals that indicate operation ofthe bet switch 23 have been received, and stores the bet amount thusdetermined in a predetermined memory area of the RAM 110. The CPU 106reads the credit amount C stored in a predetermined memory area of theRAM 110, and subtracts the total bet amount, which is the sum of the betamounts, from the credit amount C thus read. Then, the CPU 106 storesthe subtracted value in a predetermined memory area of the RAM 110.Subsequently, the CPU 106 moves the processing to Step S4.

In the following Step S4, the CPU 106 determines whether the startswitch 25 has been activated, and then waits for the start switch 35 tobe operated. Upon the start switch 25 being operated, and accordingly,upon the operation signal being input from the start switch 25 (in acase of “YES” in the determination processing in Step S4), the CPU 106determines that the start switch 25 has been operated, and the flowproceeds to Step S5.

On the other hand, in Step S14, the CPU 106 determines whether thecredit amount C is at least the total bet amount in a previous game. Inother words, the CPU 106 determines whether it can start a game inresponse to a pushing operation executed on the spin repeat bet switch24. Specifically, in a case where the spin repeat bet switch 24 has beenpushed, and accordingly, in a case where the operation signal has beeninput from the switch 24, the CPU 106 reads the credit amount C and thebet amount bet to each of the active pay lines L1 to L9 in the previousgame stored in the predetermined memory areas of the RAM 110. Then, theCPU 106 determines whether the credit amount C is at least the total betamount bet in the previous game based upon the relation between thecredit amount C and the bet amount thus read. When the CPU 106determines that the credit amount C is less than the total bet amount(NO in Step S14), the CPU 106 terminates the routine without anyprocessing, since it cannot start a game. On the other hand, in a casewhere determination has been made that the credit amount C is at leastthe total bet amount bet in the previous game (in a case of “YES” in thedetermination processing in Step S14), the CPU 106 subtracts the totalbet amount bet in the previous game from the credit amount C, and storesthe subtracted value in a predetermined area of the RAM 110.Subsequently, the CPU 106 moves the processing to Step S5.

In Step S5, the CPU 106 performs processing for jackpot and moves theprocessing to Step S6.

In Step S6, the CPU 106 performs processing for determining acombination of symbols. A specific description is provided belowregarding the combination determination processing.

In the combination determination processing, the CPU 106 firstdetermines the combinations of the symbols along the active pay lineswhen they are stationary. Specifically, the CPU 106 issues a command forthe random number generator 112 to generate a random number, therebyextracting a random number in a predetermined range (in a range of “0”to “65535” in the present embodiment) generated by the random numbergenerator 112. The CPU 106 stores the random number thus extracted in apredetermined memory area of the RAM 110. It should be noted that adescription is provided in the present embodiment regarding anarrangement in which the random number is generated by the random numbergenerator 112, which is a separate component from the CPU 106. Inaddition, an arrangement may be made in which the random number isgenerated by computation processing by the CPU 106 without involving therandom number generator 112. The CPU 106 reads a random number table fora basic game (see FIG. 9), and a payout table (see FIG. 10) for a basicgame, each of which is stored in the ROM 108. Then, the CPU 106 storesthe random number table for a basic game and the payout table for abasic game, thus read in a predetermined memory area of the RAM 110. Itshould be noted that the CPU 106 controls display of the symbols whenthey are stationary for each reel based upon the random number table fora basic game. Furthermore, the CPU 106 reads the random number table fora basic game and the payout table for a basic game stored in thepredetermined area of the RAM 110. Then, the CPU 106 determines thecombination of the symbols when they are stationary with respect to theactive pay lines with reference to the random number table for a basicgame, using the random number stored in the predetermined memory regionof the RAM 110 as a parameter. Upon determination of specifiedcombinations for providing an award, the CPU 106 stores the specifiedcombination data for providing an award thus determined in apredetermined memory area of the RAM 110. Then, the CPU 106 reads therandom number and the specified combination data for providing an awardstored in the predetermined memory area of the RAM 110, and determinesthe combination of the symbols displayed to be stationary based upon therandom number and the specified combination data for providing an awardthus read. In this stage, a symbol arrangement table (see FIG. 7) storedin the ROM 108 is read by the CPU 106. The symbol arrangement table thusread is stored in a predetermined memory area of the RAM 110, and usedas reference data. The CPU 106 stores the data for the stationarysymbols thus determined in a predetermined memory area of the RAM 110.Alternatively, an arrangement may be made in which the stationarysymbols are determined for each reel using the random number table for abasic game.

Upon determination of the combination of the symbols when stationarywith respect to the active pay lines, the CPU 106 determines whether thecombination of the symbols when they are stationary with respect to theactive pay lines matches any one of the specified combinations forproviding an award. In a case where the combination of the symbols whenthey are stationary with respect to the active pay lines matches any oneof the specified combinations for providing an award, the CPU 106activates a flag, which indicates that the player has won the award thatcorresponds to the kind of specified combination for providing an award,in order to provide the award that corresponds with the specifiedcombination of symbols with respect to the active pay lines forproviding the award. The activated flag, which indicates the player haswon an award, is stored in a predetermined area of the RAM 110 accordingto the instruction from the CPU 106. On the other hand, in a case wherethe combination of the stationary symbols with respect to the active paylines matches any one of the other combinations, i.e. the losingcombinations, the CPU 106 does not activate the flag which indicatesthat the player has won an award. Subsequently, the CPU 106 moves theprocessing to Step S7.

Here, a random number table for basic games shown in FIG. 9 isexplained. In the random number table for a basic game, a range ofrandom numbers and the probability of winning are registered inassociation with each of the specified winning combinations. Inprocessing for determining a symbol combination, for example, in a casewhere a random number lying in a range of 0 to 299 is extracted from arange of numbers of 0 to 65535, the slot machine 13 internallydetermines to generate a bonus combination as the final results of thebasic game. In other words, the probability is “300/65536” that thecombination of the stationary symbols matches any one of the bonuscombinations. On the other hand, in a case where a random number lyingin a range of 10000 to 65535 is extracted from a range of numbers of 0to 65535, the slot machine 13 internally determines to generate othercombinations, i.e. losing combinations, as the final results of thebasic game. In other words, the probability is “55536/65536” that thecombination of the stationary symbols matches any one of the losingcombinations.

FIG. 10 shows a payout table for a basic game. In the payout table for abasic game, the coin amount to be paid out is registered in associationwith each specified combination for providing an award for each creditamount bet on one game. Therefore, let us consider a stage in which adetermination is made whether the combination thus generated matches anyone of the specified combinations for providing an award. In this stage,let us consider a case in which the combination thus generated matchesthe combination “Wild”. In this case, in a case where the credit amountbet is “1”, 50 coins are paid out. In a case where the credit amount betis “2”, 100 coins are paid out. In a case where the credit amount bet is“3”, 150 coins are paid out.

Referring to FIG. 8 again, in the following Step S6, the CPU 106instructs the video reels 3A to 3E to start to rotate. Specifically, theCPU 106 displays an image which shows the video reels 3A to 3E rotating,in sequence or simultaneously, based upon the symbol arrangement tablestored in the RAM 110.

Upon displaying the image which shows the video reels 3A to 3E startingto rotate, the CPU 106 waits for a predetermined period of time toelapse (Step S8) After the predetermined period of time has elapsed (ina case of “YES” in the determination processing in Step S7), the CPU 106instructs the video reels 3A to 3E to automatically stop rotating (StepS8) Specifically, the CPU 106 displays an image which shows the videoreels 3A to 3E stopping rotation sequentially or simultaneously suchthat the stationary symbols, which correspond to the specifiedcombinations for providing an award determined in Step S6, are displayedwithin a display region that has a visually interactive relationshipwith the player. Subsequently, the flow proceeds to Step S10 accordingto the instruction from the CPU 106.

In the following Step S10, the CPU 106 determines whether apredetermined symbol combination has been formed based upon the resultsof the combination determination processing performed in Step S6.Specifically, the CPU 106 makes this determination based upon the stateof the flag that indicates whether the player has won an award withrespect to the active pay lines stored in the predetermined memory areaof the RAM 110. In a case where the flag, which indicates that theplayer has won an award, has not been activated, i.e. in a case wherethe symbol combination matches any one of the “other” combinations,which are combinations other than the specified combinations forproviding an award (in a case of “NO” in the determination processing inStep S10), the CPU 106 determines that the specified combination forproviding an award has not been formed, and ends this routine. On theother hand, in a case where the flag, which indicates that the playerhas won an award, has been activated, i.e. in a case where the symbolcombination matches any one of the combinations other than the “other”combinations (in a case of “YES” in the determination processing in StepS9), the processing proceeds to Step S10 according to the instructionfrom the CPU 106.

In the following Step S10, the CPU 106 determines whether the symbolcombination thus formed based upon the combination determinationprocessing performed in Step S5 is a bonus combination. Specifically,the CPU 106 makes this determination based upon the state of the flagthat indicates whether the player has won an award with respect to theactive pay lines stored in the predetermined memory area of the RAM 110.In a case where the flag indicating winning of an award by the playerhas been activated and the specified combination for providing an awardis a “bonus” combination, the processing proceeds to Step S12 accordingto the instruction from the CPU 106. If not, the flow proceeds to StepS13.

In the following Step S12, the CPU 106 executes free game receive/deferselect processing. Upon finishing the processing in Step S12, the CPU106 terminates the routine.

In a case where the flow has proceeded to Step S12, the CPU 106 pays outan amount of coins corresponding to the specified combination forproviding an award. Specifically, the CPU 106 calculates the amount ofcoins to be paid out for the specified combination for providing anaward, with reference to the payout table for a basic game (FIG. 10).The CPU 106 reads the credit amount stored in the predetermined memoryarea of the RAM 110. Then, the CPU 106 calculates the sum total amountof coins to be paid out thus calculated and the credit amount thus read,and stores the sum thus calculated in a predetermined memory area of theRAM 110. The CPU 106 displays the sum thus stored on the credit amountdisplay unit 49. Subsequently, the CPU 106 terminates the routine.

Referring to FIG. 11, jackpot processing is explained.

In Step S21, the CPU 106 determines whether or not the portion of thecredit amount bet has reached the predetermined amount. In a case wherethe CPU 106 determines that the portion of the credit amount bet hasreached the predetermined amount, the CPU 106 moves the processing toStep S22, and in a case where the CPU 106 determines that it has notreached the predetermined amount, the CPU 106 terminates the routine.Specifically, the CPU 106 compares the portion of the credit amount betstored in the predetermined area with the predetermined amount.

In Step S22, the CPU 106 executes the read processing of the number oftimes jackpot awards deferred, and moves the processing to Step S23.Specifically, the CPU 106 reads the number on the counter for countingthe number of times the jackpot has been deferred in the predeterminedmemory area in RAM 110.

In Step S23, the CPU 106 determines whether or not the player receivesthe jackpot award, and moves the processing to Step S24. Specifically,the CPU 106 determines whether or not the player receives the jackpotaward with reference to a random number table for determining a jackpotaward, which is described below in FIG. 12 through FIG. 14.

Here, a random number table for determining a jackpot award shown inFIG. 12 is explained. The random number table for determining thejackpot award (not deferred) is referred to when the CPU 106 determineswhether or not to provide the jackpot award in a case where the numberof times deferred jackpot is 0. For example, in a case where the randomnumber generated by the random number generator 112 is “8000”, thenumber belongs to a range of random numbers “0 to 9999”, and thus theCPU 106 determines to provide the jackpot award.

Although the random number table for determining the jackpot award(deferred once) shown in FIG. 13 is similar to the random number tablefor determining the jackpot award (not deferred) shown in FIG. 12, therandom number table for determining the jackpot award (deferred once)shown in FIG. 13 has a higher probability of providing a jackpot awardthan the random number table for determining the jackpot award (notdeferred) shown in FIG. 12, since the number of times jackpot awardshave been deferred is higher.

Although the random number table for determining the jackpot award(deferred twice) shown in FIG. 14 is similar to the random number tablefor determining the jackpot award (deferred once) shown in FIG. 13, therandom number table for determining the jackpot award (deferred twice)shown in FIG. 14 has higher a probability of providing a jackpot awardthan the random number table for determining the jackpot award (deferredonce) shown in FIG. 13, since the number of times jackpot awards havebeen deferred is higher.

Referring to FIG. 11 again, in Step S24, the CPU 106 determines whetheror not to provide the jackpot award. In a case where the CPU 106determines to provide the award, the CPU 106 moves the processing toStep S25, and in a case where the CPU 106 determines not to provide theaward, the CPU 106 terminates the routine.

In the following Step S25, the CPU 106 receives a input for selecting ofwhether a player receives or defers the award, and moves processing toStep S26. Specifically, the CPU 106 receives a signal of the input forselecting via the touch panel 32.

In the following Step S26, the CPU determines whether the CPU hasreceived the input for selecting to defer the award. In a case where theCPU receives the input for selecting to defer the award, the processingis moved to Step S27, and in a case where the CPU receives the input forselecting of receiving the award, the processing is moved to Step S28.Specifically, the CPU 106 determines whether a player receives or defersthe free game according to a signal of the input for selecting receivedvia the touch panel 32.

In the following Step S27, the CPU 106 adds one to the number of timesthe jackpot has been deferred. Specifically, the CPU 106 adds one to theread number of times the jackpot has been deferred, and stores thenumber in the predetermined memory area in the RAM 110. Upon finishingthe processing in Step S27, the CPU 106 terminates the routine.

In Step S28, the CPU 106 provides the award according to the levels ofawards which are corresponding to the number of times the jackpot hasbeen deferred. Specifically, the CPU determines the amount of creditscorresponding to the number of times the jackpot has been deferred withreference to the payout table for the jackpot, which is described belowin FIG. 15.

Here, the payout table for a jackpot in FIG. 15 is explained. Thispayout table for a jackpot is referred to when the CPU 106 provides anaward according to the level of awards which are corresponding to thenumber of times the jackpot has been deferred. For example, in a casewhere jackpot has been deferred once, the CPU 106 pays out 200 credits.

FIG. 16 illustrates an example of the rendered image. According to FIG.16, while the game is proceeding, the number of times the jackpot hasbeen deferred at the current state is displayed within a display region81 and the credit amount corresponding to the number of times thejackpot has been deferred is displayed within a display region 82. TheCPU 106 displays the image on the liquid crystal display 30 via thedisplay/input controller 140.

FIG. 17 illustrates the example of the rendered image. According to FIG.17, in a case where the CPU 106 determines to provide the jackpot awardin Step S24 in FIG. 11, “YOU WON JACKPOT!” is displayed and the button82 “RECEIVE” and the button 83 “DEFER” are displayed. The CPU 106displays the image on the liquid crystal display 30 via a display/inputcontroller 140.

Referring to FIG. 11, free game receive/defer select processing isexplained.

In Step S31, the CPU 106 executes the read processing of the number oftimes a free game has been deferred, and moves to Step S32.Specifically, the CPU 106 reads the number on the counter for countingthe number of times a free game has been deferred in the predeterminedmemory area in the RAM 110.

In Step S32, the CPU 106 receives a signal of input for selecting ofwhether to receive or defer a free game, and moves to Step S33.Specifically, the CPU 106 receives the signal of the input for selectingvia the touch panel 32.

In Step S33, the CPU 106 determines whether or not the CPU 106 hasreceived the input for selecting to defer the free game. In a case wherethe CPU 106 receives the input for selecting to defer, the processing ismoved to Step S34, and in a case where the CPU 106 receives the inputfor selecting of receiving, the processing is moved to Step S28.

Specifically, the CPU 106 determines whether a player receives or defersthe free game according to a signal of the input for selecting receivedvia the touch panel 32.

In Step S34, the CPU 106 adds one to the number of times deferred.Specifically, the CPU 106 adds one to the read number of a free gamehaving been deferred, and stores the number in the predetermined memoryarea in the RAM 110. Upon finishing the processing in Step S34, the CPU106 terminates the routine.

In Step S35, the CPU 106 provides the award according to the level ofawards which are corresponding to the number of times a free game hasbeen deferred. Specifically, the CPU 106 executes the free game a numberof times corresponding to the number of times a free game has beendeferred with reference to the multiplication factor/a number of timestable for a free game, which is described below in FIG. 21. In addition,the CPU 106 provides the award according to a multiplication factorcorresponding to the number of times deferred, a random number table fora free game which is described below in FIG. 19, and a payout table fora free game which is described below in FIG. 20.

Here, a random number table for free games in FIG. 19 is explained. Inthe random number table for a free game, a range of random numbers andthe probability of winning are registered in association with eachsymbol. In symbol combination determination processing, for example, ina case where a random number lying in a range of 3100 to 3899 isextracted from a range of random numbers of 0 to 65535, the slot machine13 internally determines to generate an “Ace” combination as the finalresults of the free game. In other words, the probability is “800/65536”that the combination of the stationary symbols matches any one of the“Ace” combinations.

FIG. 20 shows a payout table for a free game. In the random number tablefor a free game, the amount of coins that should be paid out for eachcredit amount bet in one game are registered in association with eachsymbol. Therefore, when the CPU 106 determines whether the combinationthus generated matches any one of winning combinations for providing anaward, for example, in a case where the combination thus generatedmatches the combination “Ace” and in a case where the credit amount betis “1”, 10 coins are paid out. In a case where the credit amount bet is“2”, 15 coins are paid out. In a case where the credit amount bet is“3”, 20 coins are paid out.

Furthermore, the multiplication factor table/number of times table forfree games shown in FIG. 21 is explained. This multiplication factortable for a free game is referred to when the CPU 106 provides the awardaccording to the level of awards which are corresponding to the numberof times the free games has been deferred. For example, in a case wherethe number of times a free game has been deferred is one, themultiplication factor of the award is “double”, and the number of timesperforming free games turns out to be “30 times”.

The CPU 106 extracts the credit amount corresponding to the combinationof symbols from a payout table for a free game which is described abovein FIG. 20, and pays out double the amount of credits.

FIG. 22 illustrates an example of the rendered image. According to FIG.22, while the game is proceeding, the number of times the free gameshave been deferred at the current state is displayed within a displayregion 82, a multiplication factor corresponding to the number of timesthe free games have been deferred is displayed within a display region81, and the combination of bonus symbol, which is a condition forwinning free games, is displayed. The CPU 106 displays the image on theliquid crystal display 30 via the display/input controller 140.

FIG. 23 illustrates an example of the rendered image. According to FIG.23, in Step S11 shown in FIG. 8, in a case where the combination ofsymbols for a bonus is formed, “YOU WIN A FREE GAME” is displayed andthe button 83 “RECEIVE” and the button 84 “DEFER” are displayed. The CPU106 displays the image on the liquid crystal display 30 via thedisplay/input controller 140.

Although in the present embodiment, the player can not receive a jackpotor a free game until the next time the player receives a jackpot or afree game in a case where a player defers a jackpot or a free game, thepresent embodiment is not limited thereto, and a player may canceldeferring and receive a jackpot or a free game.

In addition, although in the present embodiment, an example where themore a player defers a jackpot or a free game, the more a playerreceives awards is explained, the present embodiment is not limitedthereto, and in a case where the predetermined combination of symbols isformed or the predetermined number of predetermined symbols aredisplayed, the number of times deferred may be reset (for example, 0) toa predetermined number.

Furthermore, although in the present embodiment, an example is explainedfor a case in which the portion of the credit amount bet has reached thepredetermined amount, the CPU 106 determines whether or not to providethe jackpot award randomly, and in a case where the predeterminedcombination of symbols is formed, etc., a jackpot award may be providedwhen the predetermined condition is satisfied.

In addition, although in the present embodiment, an example applied to avideo reel slot machine is explained regarding the present invention,the present embodiment is not limited thereto, and the present inventionmay be applied to a mechanical slot machine, for example.

Furthermore, although in the present embodiment, an example using a slotmachine (a so-called casino machine) in which a reel is automaticallystopped after being rotated without using a stop button is explainedregarding the present invention, the present embodiment is not limitedthereto, and the present invention may be applied to a slot machine (aso-called Pachinko-slot machine) in which reels are stopped in the orderby which a player stops the reels by hand using the stop button, forexample.

While the embodiments according to the present invention have beendescribed as mentioned above, it is understood that many changes andmodifications may be made therein without departing from the spirit andscope of the present invention.

1. A gaming machine, comprising: a memory storing a plurality of levelsof awards; an input device for accepting selection by a player betweenreception and reservation of an award and for transmitting a signalindicating the selection; a counter for storing a number of times thatthe input device has accepted the selection of reservation of the award;and a controller configured with logic to: (a) start a game; (b)randomly determine whether to provide the player a specific award; (c)when the specific award has been determined to be provided, receive thesignal indicating the selection via the input device; (d) when a signalindicating the selection of reservation has been received, cause thecounter to increase the stored number of times; and (e) when a signalindicating the selection of reception has been received, pay the playerin accordance with a level of award correlated with the number of timesamong the plurality of levels of awards stored in the memory.
 2. Agaming machine, comprising: a memory storing a portion of credits bet ina game and a plurality of levels of awards; an input device foraccepting selection by a player between reception and reservation of anaward and for transmitting a signal indicating the selection; a counterfor storing a number of times that the input device has accepted theselection of reservation of the award; and a controller configured withlogic to: (a) start a game; (b) when the portion of credits has reacheda predetermined threshold, randomly determine whether to provide theplayer a jackpot award; (c) when the jackpot award has been determinedto be provided, receive the signal indicating the selection via theinput device; (d) when a signal indicating the selection of reservationhas been received, cause the counter to increase the stored number oftimes; and (e) when a signal indicating the selection of reception hasbeen received, pay the player in accordance with a level of awardcorrelated with the number of times among the plurality of levels ofawards stored in the memory.
 3. A gaming machine, comprising: a memorystoring a portion of credits bet in a game and a plurality of levels ofawards; an input device for accepting selection by a player betweenreception and reservation of an award and for transmitting a signalindicating the selection; a counter for storing a number of times thatthe input device has accepted the selection of reservation of the award;and a controller configured with logic to: (a) start a game; (b) whenthe portion of credits has reached a predetermined threshold, determinewhether to provide the player a jackpot award in accordance with thenumber of times stored in the counter; (c) when the jackpot award hasbeen determined to be provided, receive the signal indicating theselection via the input device; (d) when a signal indicating theselection of reservation has been received, cause the counter toincrease the stored number of times; and (e) when a signal indicatingthe selection of reception has been received, pay the player inaccordance with a level of award correlated with the number of timesamong the plurality of levels of awards stored in the memory.
 4. Agaming machine, comprising: a memory storing a plurality of levels ofawards; an input device for accepting selection by a player betweenreception and reservation of an award and for transmitting a signalindicating the selection; a counter for storing a number of times thatthe input device has accepted the selection of reservation of the award;and a controller configured with logic to: (a) start a game; (b)randomly determine whether to provide the player a specific award of apredetermined game state; (c) when the specific award of thepredetermined game state has been determined to be provided, receive thesignal indicating the selection via the input device; (d) when a signalindicating the selection of reservation has been received, cause thecounter to increase the stored number of times; and (e) when a signalindicating the selection of reception has been received, switch the gameto the predetermined game state and pay the player in accordance with alevel of award correlated with the number of times among the pluralityof levels of awards stored in the memory.
 5. A gaming machine,comprising: a memory storing a plurality of levels of awards; an inputdevice for accepting selection by a player between reception andreservation of an award and for transmitting a signal indicating theselection; a counter for storing a number of times that the input devicehas accepted the selection of reservation of the award; and a controllerconfigured with logic to: (a) start a basic game; (b) randomly determinewhether to provide the player a specific award of a free game; (c) whenthe specific award of the free game has been determined to be provided,receive the signal indicating the selection via the input device; (d)when a signal indicating the selection of reservation has been received,cause the counter to increase the stored number of times; and (e) when asignal indicating the selection of reception has been received, switchthe basic game to a free game and pay the player in accordance with alevel of award correlated with the number of times among the pluralityof levels of awards stored in the memory.